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Comparing deliantra/server/common/object.C (file contents):
Revision 1.122 by root, Wed Jan 24 22:42:48 2007 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 47};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 53};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 154
171 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
183} 168}
184 169
185/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
261 return 0;
262 250
263 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 255 return 0; /* inventory objects differ */
266 256
267 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 291 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 292 }
303 293
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
306 { 295 {
307 ob1->optimise (); 296 ob1->optimise ();
308 ob2->optimise (); 297 ob2->optimise ();
309 298
310 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
311 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
312 } 313 }
313 314
314 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
315 return 1; 316 return 1;
316} 317}
317 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
318/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
319 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
322 */ 396 */
323long 397void
324sum_weight (object *op) 398object::update_weight ()
325{ 399{
326 long sum; 400 sint32 sum = 0;
327 object *inv;
328 401
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
330 { 403 {
331 if (inv->inv) 404 if (op->inv)
332 sum_weight (inv); 405 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
334 } 413 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 414 carrying = sum;
341 415
342 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
343} 420}
344 421
345/** 422/*
346 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 424 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
367 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
368 430
369 object_freezer freezer; 431 object_freezer freezer;
370 save_object (freezer, op, 1); 432 op->write (freezer);
371 return freezer.as_string (); 433 return freezer.as_string ();
372} 434}
373 435
374/* 436/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
378 */ 440 */
379
380object * 441object *
381get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
382{ 443{
383 object *tmp, *closest; 444 object *tmp, *closest;
384 int last_dist, i; 445 int last_dist, i;
385 446
386 if (op->more == NULL) 447 if (!op->more)
387 return op; 448 return op;
449
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
391 return closest; 456 return closest;
392} 457}
393 458
394/* 459/*
395 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
396 */ 462 */
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for_all_objects (op) 466 for_all_objects (op)
411 */ 477 */
412object * 478object *
413find_object_name (const char *str) 479find_object_name (const char *str)
414{ 480{
415 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
416 object *op;
417 482
483 if (str_)
418 for_all_objects (op) 484 for_all_objects (op)
419 if (op->name == str_) 485 if (op->name == str_)
420 break; 486 return op;
421 487
422 return op; 488 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 489}
430 490
431/* 491/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
434 */ 495 */
435void 496void
436object::set_owner (object *owner) 497object::set_owner (object *owner)
437{ 498{
499 // allow objects which own objects
438 if (!owner) 500 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 501 while (owner->owner)
449 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
450 509
451 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
452} 577}
453 578
454/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 580 * refcounts and freeing the links.
456 */ 581 */
457static void 582static void
458free_key_values (object *op) 583free_key_values (object *op)
459{ 584{
460 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
461 { 586 {
462 key_value *next = i->next; 587 key_value *next = i->next;
463 delete i; 588 delete i;
464 589
465 i = next; 590 i = next;
477 * will point at garbage. 602 * will point at garbage.
478 */ 603 */
479void 604void
480object::copy_to (object *dst) 605object::copy_to (object *dst)
481{ 606{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
486 609 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 610
496 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
497 if (key_values) 612 if (key_values)
498 { 613 {
499 key_value *tail = 0; 614 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 615 dst->key_values = 0;
503 616
504 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
505 { 618 {
506 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
507 620
508 new_link->next = 0; 621 new_link->next = 0;
509 new_link->key = i->key; 622 new_link->key = i->key;
510 new_link->value = i->value; 623 new_link->value = i->value;
511 624
512 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
513 if (!dst->key_values) 626 if (!dst->key_values)
514 { 627 {
521 tail = new_link; 634 tail = new_link;
522 } 635 }
523 } 636 }
524 } 637 }
525 638
526 dst->set_speed (dst->speed); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
527} 662}
528 663
529object * 664object *
530object::clone () 665object::clone ()
531{ 666{
532 object *neu = create (); 667 object *neu = create ();
533 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
534 return neu; 670 return neu;
535} 671}
536 672
537/* 673/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
590 */ 726 */
591void 727void
592update_object (object *op, int action) 728update_object (object *op, int action)
593{ 729{
594 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
595
596 if (op == NULL)
597 { 731 {
598 /* this should never happen */ 732 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 734 return;
601 } 735 }
602 736
603 if (op->env) 737 if (!op->is_on_map ())
604 { 738 {
605 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
606 * to do in this case. 740 * to do in this case.
607 */ 741 */
608 return; 742 return;
609 } 743 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 744
617 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 747 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
631 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
632 { 760 {
633 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 772 * have move_allow right now.
645 */ 773 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0; 776 m.invalidate ();
649 } 777 }
650 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 780 * that is being removed.
653 */ 781 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 783 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
658 else 786 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 788
664 792
665object::object () 793object::object ()
666{ 794{
667 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
668 796
669 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
670 face = blank_face; 798 face = blank_face;
671} 799}
672 800
673object::~object () 801object::~object ()
674{ 802{
680static int object_count; 808static int object_count;
681 809
682void object::link () 810void object::link ()
683{ 811{
684 assert (!index);//D 812 assert (!index);//D
685 uuid = gen_uuid (); 813 uuid = UUID::gen ();
686 count = ++object_count; 814 count = ++object_count;
687 815
688 refcnt_inc (); 816 refcnt_inc ();
689 objects.insert (this); 817 objects.insert (this);
690} 818}
704 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
705 if (active) 833 if (active)
706 return; 834 return;
707 835
708 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
709 actives.insert (this); 841 actives.insert (this);
842 }
710} 843}
711 844
712void 845void
713object::activate_recursive () 846object::activate_recursive ()
714{ 847{
763object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
764{ 897{
765 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
770 if (!inv) 903 if (!inv)
771 return; 904 return;
772 905
773 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
775 * drop on that space. 908 * drop on that space.
776 */ 909 */
777 if (!drop_to_ground 910 if (!drop_to_ground
778 || !map 911 || !map
779 || map->in_memory != MAP_IN_MEMORY 912 || map->in_memory != MAP_ACTIVE
780 || map->nodrop 913 || map->no_drop
781 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
782 { 915 {
783 while (inv) 916 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy (); 917 inv->destroy ();
787 }
788 } 918 }
789 else 919 else
790 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
791 while (inv) 921 while (inv)
792 { 922 {
810 object *op = new object; 940 object *op = new object;
811 op->link (); 941 op->link ();
812 return op; 942 return op;
813} 943}
814 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
815void 966void
816object::do_destroy () 967object::do_destroy ()
817{ 968{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 970 remove_link ();
822 971
823 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this); 973 remove_friendly_object (this);
825 974
826 if (!flag [FLAG_REMOVED])
827 remove (); 975 remove ();
828 976
829 destroy_inv (true); 977 attachable::do_destroy ();
830 978
831 deactivate (); 979 deactivate ();
832 unlink (); 980 unlink ();
833 981
834 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
835 983
836 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
841 {
842 freed_map = new maptile;
843
844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
850 }
851
852 map = freed_map; 985 map = &freed_map;
853 x = 1; 986 x = 1;
854 y = 1; 987 y = 1;
855 }
856
857 head = 0;
858 988
859 if (more) 989 if (more)
860 { 990 {
861 more->destroy (); 991 more->destroy ();
862 more = 0; 992 more = 0;
863 } 993 }
864 994
995 head = 0;
996
865 // clear those pointers that likely might have circular references to us 997 // clear those pointers that likely might cause circular references
866 owner = 0; 998 owner = 0;
867 enemy = 0; 999 enemy = 0;
868 attacked_by = 0; 1000 attacked_by = 0;
1001 current_weapon = 0;
869} 1002}
870 1003
871void 1004void
872object::destroy (bool destroy_inventory) 1005object::destroy ()
873{ 1006{
874 if (destroyed ()) 1007 if (destroyed ())
875 return; 1008 return;
876 1009
877 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
878 destroy_inv (false); 1017 destroy_inv (false);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
879 1024
880 attachable::destroy (); 1025 attachable::destroy ();
881}
882
883/*
884 * sub_weight() recursively (outwards) subtracts a number from the
885 * weight of an object (and what is carried by it's environment(s)).
886 */
887void
888sub_weight (object *op, signed long weight)
889{
890 while (op != NULL)
891 {
892 if (op->type == CONTAINER)
893 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
894
895 op->carrying -= weight;
896 op = op->env;
897 }
898} 1026}
899 1027
900/* op->remove (): 1028/* op->remove ():
901 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
902 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
903 * object will have no environment. If the object previously had an 1031 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
905 * the previous environment. 1033 * the previous environment.
906 * Beware: This function is called from the editor as well!
907 */ 1034 */
908void 1035void
909object::remove_slow () 1036object::do_remove ()
910{ 1037{
911 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
912 object *otmp; 1039 object *otmp;
913 1040
914 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
915 return; 1042 return;
916 1043
917 SET_FLAG (this, FLAG_REMOVED);
918 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
919 1047
920 if (more) 1048 if (more)
921 more->remove (); 1049 more->remove ();
922 1050
923 /* 1051 /*
924 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
925 * inventory. 1053 * inventory.
926 */ 1054 */
927 if (env) 1055 if (env)
928 { 1056 {
929 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
930 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
931 else 1059 esrv_del_item (pl->contr, count);
932 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
933 1081
934 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
935 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
936 * to save cpu time. 1084 * to save cpu time.
937 */ 1085 */
938 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
939 otmp->update_stats (); 1089 pl->update_stats ();
940 1090
941 if (above) 1091 if (glow_radius && pl->is_on_map ())
942 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
943 else 1093 }
944 env->inv = below;
945
946 if (below)
947 below->above = above;
948
949 /* we set up values so that it could be inserted into
950 * the map, but we don't actually do that - it is up
951 * to the caller to decide what we want to do.
952 */
953 x = env->x, y = env->y;
954 map = env->map;
955 above = 0, below = 0;
956 env = 0;
957 } 1094 }
958 else if (map) 1095 else if (map)
959 { 1096 {
960 if (type == PLAYER)
961 {
962 --map->players;
963 map->touch ();
964 }
965
966 map->dirty = true; 1097 map->dirty = true;
967 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
968 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
969 /* link the object above us */ 1125 /* link the object above us */
970 if (above) 1126 // re-link, make sure compiler can easily use cmove
971 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
972 else 1128 *(below ? &below->above : &ms.bot) = above;
973 ms.top = below; /* we were top, set new top */
974
975 /* Relink the object below us, if there is one */
976 if (below)
977 below->above = above;
978 else
979 {
980 /* Nothing below, which means we need to relink map object for this space
981 * use translated coordinates in case some oddness with map tiling is
982 * evident
983 */
984 if (GET_MAP_OB (map, x, y) != this)
985 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
986
987 ms.bot = above; /* goes on above it. */
988 }
989 1129
990 above = 0; 1130 above = 0;
991 below = 0; 1131 below = 0;
992 1132
1133 ms.invalidate ();
1134
993 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
994 return; 1136 return;
995 1137
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1154 }
997 1155
998 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1157 {
1000 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1001 * being removed. 1159 * being removed.
1002 */ 1160 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view
1008 * appropriately.
1009 */
1010 if (tmp->container == this)
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019 1161
1020 /* See if object moving off should effect something */ 1162 /* See if object moving off should effect something */
1021 if (check_walk_off 1163 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1164 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1168
1027 if (destroyed ()) 1169 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1171 }
1030 1172
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp; 1173 last = tmp;
1037 } 1174 }
1038 1175
1039 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1040 //TODO: this makes little sense, why only update the topmost object?
1041 if (!last)
1042 map->at (x, y).flags_ = 0;
1043 else
1044 update_object (last, UP_OBJ_REMOVE);
1045
1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1047 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1048 } 1178 }
1049} 1179}
1050 1180
1051/* 1181/*
1060merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1061{ 1191{
1062 if (!op->nrof) 1192 if (!op->nrof)
1063 return 0; 1193 return 0;
1064 1194
1065 if (top) 1195 if (!top)
1066 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1067 ; 1197 ;
1068 1198
1069 for (; top; top = top->below) 1199 for (; top; top = top->below)
1070 {
1071 if (top == op)
1072 continue;
1073
1074 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1075 { 1201 {
1076 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1077 1203
1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1079 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1080 op->destroy (); 1210 op->destroy ();
1211
1081 return top; 1212 return top;
1082 } 1213 }
1083 }
1084 1214
1085 return 0; 1215 return 0;
1216}
1217
1218void
1219object::expand_tail ()
1220{
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1086} 1239}
1087 1240
1088/* 1241/*
1089 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1091 */ 1244 */
1092object * 1245object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1247{
1248 op->remove ();
1249
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1251 {
1097 tmp->x = x + tmp->arch->clone.x; 1252 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1253 tmp->y = y + tmp->arch->y;
1099 } 1254 }
1100 1255
1101 return insert_ob_in_map (op, m, originator, flag); 1256 return insert_ob_in_map (op, m, originator, flag);
1102} 1257}
1103 1258
1122 * just 'op' otherwise 1277 * just 'op' otherwise
1123 */ 1278 */
1124object * 1279object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1281{
1127 object *tmp, *top, *floor = NULL;
1128
1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!QUERY_FLAG (op, FLAG_REMOVED))
1136 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1137
1138 op->remove (); 1282 op->remove ();
1139 1283
1140 if (!m) 1284 if (m == &freed_map)//D TODO: remove soon
1141 { 1285 {//D
1142 char *dump = dump_object (op); 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 } 1287 }//D
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (object *more = op->more)
1164 {
1165 if (!insert_ob_in_map (more, m, originator, flag))
1166 {
1167 if (!op->head)
1168 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1169
1170 return 0;
1171 }
1172 }
1173
1174 CLEAR_FLAG (op, FLAG_REMOVED);
1175 1288
1176 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1177 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1178 * need extra work 1291 * need extra work
1179 */ 1292 */
1293 maptile *newmap = m;
1180 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1181 return 0; 1297 return 0;
1298 }
1182 1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1183 op->map = m; 1306 op->map = newmap;
1307
1184 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1185 1309
1186 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1187 */ 1311 */
1188 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1189 for (tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1190 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1191 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1192 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1193 tmp->destroy (); 1320 tmp->destroy ();
1194 } 1321 }
1195 1322
1196 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1205 { 1332 {
1206 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1207 abort (); 1334 abort ();
1208 } 1335 }
1209 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1210 op->above = originator; 1344 op->above = originator;
1211 op->below = originator->below; 1345 op->below = originator->below;
1212
1213 if (op->below)
1214 op->below->above = op;
1215 else
1216 ms.bot = op;
1217
1218 /* since *below* originator, no need to update top */
1219 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1220 } 1349 }
1221 else 1350 else
1222 { 1351 {
1223 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1224 1354
1225 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1226 if ((!(flag & INS_MAP_LOAD)) && top) 1356 if (top)
1227 { 1357 {
1228 object *last = 0;
1229
1230 /* 1358 /*
1231 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1232 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1233 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1234 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1237 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1238 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1239 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1240 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1241 */ 1369 */
1242 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1243 { 1371 {
1244 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1245 floor = top; 1373 floor = tmp;
1246 1374
1247 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1248 { 1376 {
1249 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1250 top = top->below; 1378 top = tmp->below;
1251 break; 1379 break;
1252 } 1380 }
1253 1381
1254 last = top; 1382 top = tmp;
1255 } 1383 }
1256
1257 /* Don't want top to be NULL, so set it to the last valid object */
1258 top = last;
1259 1384
1260 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1261 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1262 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1263 */ 1388 */
1264 1389
1265 /* Have object 'fall below' other objects that block view. 1390 /* Have object 'fall below' other objects that block view.
1266 * Unless those objects are exits, type 66 1391 * Unless those objects are exits.
1267 * If INS_ON_TOP is used, don't do this processing 1392 * If INS_ON_TOP is used, don't do this processing
1268 * Need to find the object that in fact blocks view, otherwise 1393 * Need to find the object that in fact blocks view, otherwise
1269 * stacking is a bit odd. 1394 * stacking is a bit odd.
1270 */ 1395 */
1271 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1272 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1273 && (op->face && !op->face->visibility)) 1398 && (op->face && !faces [op->face].visibility))
1274 { 1399 {
1400 object *last;
1401
1275 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1276 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1277 break; 1404 break;
1278 1405
1279 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1284 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1285 top = last->below; 1412 top = last->below;
1286 } 1413 }
1287 } /* If objects on this space */ 1414 } /* If objects on this space */
1288 1415
1289 if (flag & INS_MAP_LOAD)
1290 top = ms.top;
1291
1292 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1293 top = floor; 1417 top = floor;
1294 1418
1295 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1296 */
1297
1298 /* First object on this space */
1299 if (!top) 1420 if (!top)
1300 { 1421 {
1422 op->below = 0;
1301 op->above = ms.bot; 1423 op->above = ms.bot;
1302
1303 if (op->above)
1304 op->above->below = op;
1305
1306 op->below = 0;
1307 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1308 } 1427 }
1309 else 1428 else
1310 { /* get inserted into the stack above top */ 1429 {
1311 op->above = top->above; 1430 op->above = top->above;
1312
1313 if (op->above)
1314 op->above->below = op; 1431 top->above = op;
1315 1432
1316 op->below = top; 1433 op->below = top;
1317 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1318 } 1435 }
1436 }
1319 1437
1320 if (!op->above) 1438 if (op->is_player ())
1321 ms.top = op;
1322 } /* else not INS_BELOW_ORIGINATOR */
1323
1324 if (op->type == PLAYER)
1325 { 1439 {
1326 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1327 ++op->map->players; 1441 ++op->map->players;
1328 op->map->touch (); 1442 op->map->touch ();
1329 } 1443 }
1330 1444
1331 op->map->dirty = true; 1445 op->map->dirty = true;
1332 1446
1333 /* If we have a floor, we know the player, if any, will be above
1334 * it, so save a few ticks and start from there.
1335 */
1336 if (!(flag & INS_MAP_LOAD))
1337 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1338 if (pl->contr->ns) 1451 if (pl->contr->ns)
1339 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1340 1453
1341 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1342 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1343 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1344 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1345 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1346 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1347 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1348 * of effect may be sufficient. 1461 * of effect may be sufficient.
1349 */ 1462 */
1350 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1351 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1352 1468
1353 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1354 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1355 1471
1356 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1363 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1364 * update_object(). 1480 * update_object().
1365 */ 1481 */
1366 1482
1367 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1368 if (!(flag & INS_NO_WALK_ON) && !op->head) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1369 { 1485 {
1370 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1371 return 0; 1487 return 0;
1372 1488
1373 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1374 * walk on's. 1490 * walk on's.
1375 */ 1491 */
1376 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1492 for (object *tmp = op->more; tmp; tmp = tmp->more)
1377 if (check_move_on (tmp, originator)) 1493 if (check_move_on (tmp, originator))
1378 return 0; 1494 return 0;
1379 } 1495 }
1380 1496
1381 return op; 1497 return op;
1384/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1385 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1386 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1387 */ 1503 */
1388void 1504void
1389replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1390{ 1506{
1391 object *tmp, *tmp1;
1392
1393 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1394 1508
1395 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1396 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1397 tmp->destroy (); 1511 tmp->destroy ();
1398 1512
1399 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1400 1514
1401 tmp1->x = op->x; 1515 tmp->x = op->x;
1402 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1403 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1404} 1519}
1405 1520
1406object * 1521object *
1407object::insert_at (object *where, object *originator, int flags) 1522object::insert_at (object *where, object *originator, int flags)
1408{ 1523{
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1409 where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1410} 1528}
1411 1529
1412/* 1530/*
1413 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1414 * is returned contains nr objects, and the remaining parts contains
1415 * the rest (or is removed and freed if that number is 0).
1416 * On failure, NULL is returned, and the reason put into the
1417 * global static errmsg array.
1418 */
1419object *
1420get_split_ob (object *orig_ob, uint32 nr)
1421{
1422 object *newob;
1423 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1424
1425 if (orig_ob->nrof < nr)
1426 {
1427 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1428 return NULL;
1429 }
1430
1431 newob = object_create_clone (orig_ob);
1432
1433 if ((orig_ob->nrof -= nr) < 1)
1434 orig_ob->destroy (1);
1435 else if (!is_removed)
1436 {
1437 if (orig_ob->env != NULL)
1438 sub_weight (orig_ob->env, orig_ob->weight * nr);
1439 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1440 {
1441 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1442 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1443 return NULL;
1444 }
1445 }
1446
1447 newob->nrof = nr;
1448
1449 return newob;
1450}
1451
1452/*
1453 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1454 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1455 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1456 * 1534 *
1457 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1458 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1459 1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560}
1561
1562/*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1460object * 1568object *
1461decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1462{ 1570{
1463 object *tmp; 1571 int have = number_of ();
1464 1572
1465 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1466 return op; 1574 return 0;
1467 1575 else if (have == nr)
1468 if (i > op->nrof)
1469 i = op->nrof;
1470
1471 if (QUERY_FLAG (op, FLAG_REMOVED))
1472 op->nrof -= i;
1473 else if (op->env)
1474 { 1576 {
1475 /* is this object in the players inventory, or sub container
1476 * therein?
1477 */
1478 tmp = op->in_player ();
1479 /* nope. Is this a container the player has opened?
1480 * If so, set tmp to that player.
1481 * IMO, searching through all the players will mostly
1482 * likely be quicker than following op->env to the map,
1483 * and then searching the map for a player.
1484 */
1485 if (!tmp)
1486 for_all_players (pl)
1487 if (pl->ob->container == op->env)
1488 {
1489 tmp = pl->ob;
1490 break;
1491 }
1492
1493 if (i < op->nrof)
1494 {
1495 sub_weight (op->env, op->weight * i);
1496 op->nrof -= i;
1497 if (tmp)
1498 esrv_send_item (tmp, op);
1499 }
1500 else
1501 {
1502 op->remove (); 1577 remove ();
1503 op->nrof = 0; 1578 return this;
1504 if (tmp)
1505 esrv_del_item (tmp->contr, op->count);
1506 }
1507 } 1579 }
1508 else 1580 else
1509 { 1581 {
1510 object *above = op->above; 1582 decrease (nr);
1511 1583
1512 if (i < op->nrof) 1584 object *op = deep_clone ();
1513 op->nrof -= i; 1585 op->nrof = nr;
1514 else
1515 {
1516 op->remove ();
1517 op->nrof = 0;
1518 }
1519
1520 /* Since we just removed op, op->above is null */
1521 for (tmp = above; tmp; tmp = tmp->above)
1522 if (tmp->type == PLAYER)
1523 {
1524 if (op->nrof)
1525 esrv_send_item (tmp, op);
1526 else
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1529 }
1530
1531 if (op->nrof)
1532 return op; 1586 return op;
1533 else
1534 {
1535 op->destroy ();
1536 return 0;
1537 }
1538}
1539
1540/*
1541 * add_weight(object, weight) adds the specified weight to an object,
1542 * and also updates how much the environment(s) is/are carrying.
1543 */
1544
1545void
1546add_weight (object *op, signed long weight)
1547{
1548 while (op != NULL)
1549 {
1550 if (op->type == CONTAINER)
1551 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1552
1553 op->carrying += weight;
1554 op = op->env;
1555 } 1587 }
1556} 1588}
1557 1589
1558object * 1590object *
1559insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1564 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1596 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1565 free (dump); 1597 free (dump);
1566 return op; 1598 return op;
1567 } 1599 }
1568 1600
1569 if (where->head) 1601 if (where->head_ () != where)
1570 { 1602 {
1571 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1603 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1572 where = where->head; 1604 where = where->head;
1573 } 1605 }
1574 1606
1575 return where->insert (op); 1607 return where->insert (op);
1576} 1608}
1581 * inside the object environment. 1613 * inside the object environment.
1582 * 1614 *
1583 * The function returns now pointer to inserted item, and return value can 1615 * The function returns now pointer to inserted item, and return value can
1584 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1585 */ 1617 */
1586
1587object * 1618object *
1588object::insert (object *op) 1619object::insert (object *op)
1589{ 1620{
1590 object *tmp, *otmp;
1591
1592 if (!QUERY_FLAG (op, FLAG_REMOVED))
1593 op->remove ();
1594
1595 if (op->more) 1621 if (op->more)
1596 { 1622 {
1597 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1598 return op; 1624 return op;
1599 } 1625 }
1600 1626
1601 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1627 op->remove ();
1602 CLEAR_FLAG (op, FLAG_REMOVED); 1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1630
1603 if (op->nrof) 1631 if (op->nrof)
1604 {
1605 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1606 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1607 { 1634 {
1608 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1609 (client needs the original object) */ 1636 (client needs the original object) */
1610 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1611 /* Weight handling gets pretty funky. Since we are adding to 1638
1612 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1613 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1614 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1615 SET_FLAG (op, FLAG_REMOVED); 1643
1616 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1617 op = tmp; 1645 op = tmp;
1618 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1619 CLEAR_FLAG (op, FLAG_REMOVED);
1620 break;
1621 } 1647 }
1622 1648
1623 /* I assume combined objects have no inventory 1649 op->owner = 0; // it's his/hers now. period.
1624 * We add the weight - this object could have just been removed
1625 * (if it was possible to merge). calling remove_ob will subtract
1626 * the weight, so we need to add it in again, since we actually do
1627 * the linking below
1628 */
1629 add_weight (this, op->weight * op->nrof);
1630 }
1631 else
1632 add_weight (this, (op->weight + op->carrying));
1633
1634 otmp = this->in_player ();
1635 if (otmp && otmp->contr)
1636 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1637 otmp->update_stats ();
1638
1639 op->map = 0; 1650 op->map = 0;
1640 op->env = this; 1651 op->x = 0;
1652 op->y = 0;
1653
1641 op->above = 0; 1654 op->above = 0;
1642 op->below = 0; 1655 op->below = inv;
1643 op->x = 0, op->y = 0; 1656 op->env = this;
1644 1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670inserted:
1645 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1646 if ((op->glow_radius != 0) && map) 1672 if (op->glow_radius && is_on_map ())
1647 { 1673 {
1648#ifdef DEBUG_LIGHTS 1674 update_stats ();
1649 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1650#endif /* DEBUG_LIGHTS */
1651 if (map->darkness)
1652 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1653 }
1654
1655 /* Client has no idea of ordering so lets not bother ordering it here.
1656 * It sure simplifies this function...
1657 */
1658 if (!inv)
1659 inv = op;
1660 else
1661 { 1676 }
1662 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1663 op->below->above = op; 1678 // if this is a player's inventory, update stats
1664 inv = op; 1679 update_stats ();
1665 }
1666 1680
1667 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1668 1682
1669 return op; 1683 return op;
1670} 1684}
1690 * on top. 1704 * on top.
1691 */ 1705 */
1692int 1706int
1693check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1694{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1695 object *tmp; 1712 object *tmp;
1696 maptile *m = op->map; 1713 maptile *m = op->map;
1697 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1698 1715
1699 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1700 1717
1701 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1702 return 0;
1703 1719
1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1707 1723
1708 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1709 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1710 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1711 * as walking. 1727 * as walking.
1722 return 0; 1738 return 0;
1723 1739
1724 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1725 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1726 */ 1742 */
1727 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 {
1730 /* Trim the search when we find the first other spell effect
1731 * this helps performance so that if a space has 50 spell objects,
1732 * we don't need to check all of them.
1733 */
1734 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735 break;
1736 } 1744 {
1745 next = tmp->below;
1737 1746
1738 for (; tmp; tmp = tmp->below)
1739 {
1740 if (tmp == op) 1747 if (tmp == op)
1741 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1742 1749
1743 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1744 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1749 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1750 { 1757 {
1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1753 { 1760 {
1754
1755 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1762
1758 if (op->type == PLAYER) 1763 if (op->is_player ())
1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1761 diff /= 4.0; 1766 diff /= 4.0;
1762 1767
1763 op->speed_left -= diff; 1768 op->speed_left -= diff;
1764 } 1769 }
1765 } 1770 }
1798 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1799 return NULL; 1804 return NULL;
1800 } 1805 }
1801 1806
1802 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1803 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1804 return tmp; 1809 return tmp;
1805 1810
1806 return NULL; 1811 return NULL;
1807} 1812}
1808 1813
1872 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1873 */ 1878 */
1874object * 1879object *
1875present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1876{ 1881{
1877 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1878 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1879 return tmp; 1884 return tmp;
1880 1885
1881 return NULL; 1886 return NULL;
1882} 1887}
1883 1888
1885 * activate recursively a flag on an object inventory 1890 * activate recursively a flag on an object inventory
1886 */ 1891 */
1887void 1892void
1888flag_inv (object *op, int flag) 1893flag_inv (object *op, int flag)
1889{ 1894{
1890 if (op->inv)
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 { 1896 {
1893 SET_FLAG (tmp, flag); 1897 SET_FLAG (tmp, flag);
1894 flag_inv (tmp, flag); 1898 flag_inv (tmp, flag);
1895 } 1899 }
1896} 1900}
1897 1901
1898/* 1902/*
1899 * deactivate recursively a flag on an object inventory 1903 * deactivate recursively a flag on an object inventory
1900 */ 1904 */
1901void 1905void
1902unflag_inv (object *op, int flag) 1906unflag_inv (object *op, int flag)
1903{ 1907{
1904 if (op->inv)
1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1906 { 1909 {
1907 CLEAR_FLAG (tmp, flag); 1910 CLEAR_FLAG (tmp, flag);
1908 unflag_inv (tmp, flag); 1911 unflag_inv (tmp, flag);
1909 } 1912 }
1910}
1911
1912/*
1913 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1914 * all it's inventory (recursively).
1915 * If checksums are used, a player will get set_cheat called for
1916 * him/her-self and all object carried by a call to this function.
1917 */
1918void
1919set_cheat (object *op)
1920{
1921 SET_FLAG (op, FLAG_WAS_WIZ);
1922 flag_inv (op, FLAG_WAS_WIZ);
1923} 1913}
1924 1914
1925/* 1915/*
1926 * find_free_spot(object, map, x, y, start, stop) will search for 1916 * find_free_spot(object, map, x, y, start, stop) will search for
1927 * a spot at the given map and coordinates which will be able to contain 1917 * a spot at the given map and coordinates which will be able to contain
1929 * to search (see the freearr_x/y[] definition). 1919 * to search (see the freearr_x/y[] definition).
1930 * It returns a random choice among the alternatives found. 1920 * It returns a random choice among the alternatives found.
1931 * start and stop are where to start relative to the free_arr array (1,9 1921 * start and stop are where to start relative to the free_arr array (1,9
1932 * does all 4 immediate directions). This returns the index into the 1922 * does all 4 immediate directions). This returns the index into the
1933 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1923 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1934 * Note - this only checks to see if there is space for the head of the
1935 * object - if it is a multispace object, this should be called for all
1936 * pieces.
1937 * Note2: This function does correctly handle tiled maps, but does not 1924 * Note: This function does correctly handle tiled maps, but does not
1938 * inform the caller. However, insert_ob_in_map will update as 1925 * inform the caller. However, insert_ob_in_map will update as
1939 * necessary, so the caller shouldn't need to do any special work. 1926 * necessary, so the caller shouldn't need to do any special work.
1940 * Note - updated to take an object instead of archetype - this is necessary 1927 * Note - updated to take an object instead of archetype - this is necessary
1941 * because arch_blocked (now ob_blocked) needs to know the movement type 1928 * because arch_blocked (now ob_blocked) needs to know the movement type
1942 * to know if the space in question will block the object. We can't use 1929 * to know if the space in question will block the object. We can't use
1944 * customized, changed states, etc. 1931 * customized, changed states, etc.
1945 */ 1932 */
1946int 1933int
1947find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1934find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1948{ 1935{
1936 int altern[SIZEOFFREE];
1949 int index = 0, flag; 1937 int index = 0, flag;
1950 int altern[SIZEOFFREE];
1951 1938
1952 for (int i = start; i < stop; i++) 1939 for (int i = start; i < stop; i++)
1953 { 1940 {
1954 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1941 mapxy pos (m, x, y); pos.move (i);
1955 if (!flag) 1942
1943 if (!pos.normalise ())
1944 continue;
1945
1946 mapspace &ms = *pos;
1947
1948 if (ms.flags () & P_IS_ALIVE)
1949 continue;
1950
1951 /* However, often
1952 * ob doesn't have any move type (when used to place exits)
1953 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1954 */
1955 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1956 {
1956 altern [index++] = i; 1957 altern [index++] = i;
1958 continue;
1959 }
1957 1960
1958 /* Basically, if we find a wall on a space, we cut down the search size. 1961 /* Basically, if we find a wall on a space, we cut down the search size.
1959 * In this way, we won't return spaces that are on another side of a wall. 1962 * In this way, we won't return spaces that are on another side of a wall.
1960 * This mostly work, but it cuts down the search size in all directions - 1963 * This mostly work, but it cuts down the search size in all directions -
1961 * if the space being examined only has a wall to the north and empty 1964 * if the space being examined only has a wall to the north and empty
1962 * spaces in all the other directions, this will reduce the search space 1965 * spaces in all the other directions, this will reduce the search space
1963 * to only the spaces immediately surrounding the target area, and 1966 * to only the spaces immediately surrounding the target area, and
1964 * won't look 2 spaces south of the target space. 1967 * won't look 2 spaces south of the target space.
1965 */ 1968 */
1966 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1969 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1970 {
1967 stop = maxfree[i]; 1971 stop = maxfree[i];
1972 continue;
1973 }
1974
1975 /* Note it is intentional that we check ob - the movement type of the
1976 * head of the object should correspond for the entire object.
1977 */
1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1979 continue;
1980
1981 if (ob->blocked (pos.m, pos.x, pos.y))
1982 continue;
1983
1984 altern [index++] = i;
1968 } 1985 }
1969 1986
1970 if (!index) 1987 if (!index)
1971 return -1; 1988 return -1;
1972 1989
1973 return altern[RANDOM () % index]; 1990 return altern [rndm (index)];
1974} 1991}
1975 1992
1976/* 1993/*
1977 * find_first_free_spot(archetype, maptile, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
1978 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
1981 */ 1998 */
1982int 1999int
1983find_first_free_spot (const object *ob, maptile *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
1984{ 2001{
1985 for (int i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
1986 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1987 return i; 2004 return i;
1988 2005
1989 return -1; 2006 return -1;
1990} 2007}
1991 2008
1999{ 2016{
2000 arr += begin; 2017 arr += begin;
2001 end -= begin; 2018 end -= begin;
2002 2019
2003 while (--end) 2020 while (--end)
2004 swap (arr [end], arr [RANDOM () % (end + 1)]); 2021 swap (arr [end], arr [rndm (end + 1)]);
2005} 2022}
2006 2023
2007/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2008 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2009 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2037 * there is capable of. 2054 * there is capable of.
2038 */ 2055 */
2039int 2056int
2040find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2041{ 2058{
2042 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2043
2044 sint16 nx, ny;
2045 object *tmp;
2046 maptile *mp;
2047
2048 MoveType blocked, move_type; 2060 MoveType move_type;
2049 2061
2050 if (exclude && exclude->head) 2062 if (exclude && exclude->head_ () != exclude)
2051 { 2063 {
2052 exclude = exclude->head; 2064 exclude = exclude->head;
2053 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2054 } 2066 }
2055 else 2067 else
2056 { 2068 {
2057 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2058 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2059 } 2071 }
2060 2072
2061 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2062 { 2074 {
2063 mp = m; 2075 mapxy pos (m, x, y);
2064 nx = x + freearr_x[i]; 2076 pos.move (i);
2065 ny = y + freearr_y[i];
2066 2077
2067 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2068
2069 if (mflags & P_OUT_OF_MAP)
2070 max = maxfree[i]; 2079 max = maxfree[i];
2071 else 2080 else
2072 { 2081 {
2073 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2074 2083
2075 blocked = ms.move_block;
2076
2077 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2078 max = maxfree[i]; 2085 max = maxfree [i];
2079 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2080 { 2087 {
2081 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2082 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2083 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2084 break;
2085
2086 if (tmp)
2087 return freedir[i]; 2091 return freedir [i];
2088 } 2092 }
2089 } 2093 }
2090 } 2094 }
2091 2095
2092 return 0; 2096 return 0;
2167 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2168 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2169 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2170 * functions. 2174 * functions.
2171 */ 2175 */
2172int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2173 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2174 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2175 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2176 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2177 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2268 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2272 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2269 * core dumps if they do. 2273 * core dumps if they do.
2270 * 2274 *
2271 * Add a check so we can't pick up invisible objects (0.93.8) 2275 * Add a check so we can't pick up invisible objects (0.93.8)
2272 */ 2276 */
2273
2274int 2277int
2275can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2276{ 2279{
2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2278 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2279 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2280} 2283}
2281 2284
2282/* 2285/*
2283 * create clone from object to another 2286 * create clone from object to another
2284 */ 2287 */
2285object * 2288object *
2286object_create_clone (object *asrc) 2289object::deep_clone ()
2287{ 2290{
2288 object *dst = 0, *tmp, *src, *part, *prev, *item; 2291 assert (("deep_clone called on non-head object", is_head ()));
2289 2292
2290 if (!asrc) 2293 object *dst = clone ();
2291 return 0;
2292 2294
2293 src = asrc; 2295 object *prev = dst;
2294 if (src->head)
2295 src = src->head;
2296
2297 prev = 0;
2298 for (part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2299 { 2297 {
2300 tmp = part->clone (); 2298 object *tmp = part->clone ();
2301 tmp->x -= src->x;
2302 tmp->y -= src->y;
2303
2304 if (!part->head)
2305 {
2306 dst = tmp;
2307 tmp->head = 0;
2308 }
2309 else
2310 tmp->head = dst; 2299 tmp->head = dst;
2311
2312 tmp->more = 0;
2313
2314 if (prev)
2315 prev->more = tmp; 2300 prev->more = tmp;
2316
2317 prev = tmp; 2301 prev = tmp;
2318 } 2302 }
2319 2303
2320 for (item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2321 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2322 2306
2323 return dst; 2307 return dst;
2324}
2325
2326/* GROS - Creates an object using a string representing its content. */
2327/* Basically, we save the content of the string to a temp file, then call */
2328/* load_object on it. I admit it is a highly inefficient way to make things, */
2329/* but it was simple to make and allows reusing the load_object function. */
2330/* Remember not to use load_object_str in a time-critical situation. */
2331/* Also remember that multiparts objects are not supported for now. */
2332object *
2333load_object_str (const char *obstr)
2334{
2335 object *op;
2336 char filename[MAX_BUF];
2337
2338 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2339
2340 FILE *tempfile = fopen (filename, "w");
2341
2342 if (tempfile == NULL)
2343 {
2344 LOG (llevError, "Error - Unable to access load object temp file\n");
2345 return NULL;
2346 }
2347
2348 fprintf (tempfile, obstr);
2349 fclose (tempfile);
2350
2351 op = object::create ();
2352
2353 object_thawer thawer (filename);
2354
2355 if (thawer)
2356 load_object (thawer, op, 0);
2357
2358 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2359 CLEAR_FLAG (op, FLAG_REMOVED);
2360
2361 return op;
2362} 2308}
2363 2309
2364/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2365 * has the same type and subtype match. 2311 * has the same type and subtype match.
2366 * returns NULL if no match. 2312 * returns NULL if no match.
2373 return tmp; 2319 return tmp;
2374 2320
2375 return 0; 2321 return 0;
2376} 2322}
2377 2323
2378/* If ob has a field named key, return the link from the list, 2324shstr_tmp
2379 * otherwise return NULL. 2325object::kv_get (shstr_tmp key) const
2380 *
2381 * key must be a passed in shared string - otherwise, this won't
2382 * do the desired thing.
2383 */
2384key_value *
2385get_ob_key_link (const object *ob, const char *key)
2386{ 2326{
2387 for (key_value *link = ob->key_values; link; link = link->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (link->key == key) 2328 if (kv->key == key)
2389 return link;
2390
2391 return 0;
2392}
2393
2394/*
2395 * Returns the value of op has an extra_field for key, or NULL.
2396 *
2397 * The argument doesn't need to be a shared string.
2398 *
2399 * The returned string is shared.
2400 */
2401const char *
2402get_ob_key_value (const object *op, const char *const key)
2403{
2404 key_value *link;
2405 shstr_cmp canonical_key (key);
2406
2407 if (!canonical_key)
2408 {
2409 /* 1. There being a field named key on any object
2410 * implies there'd be a shared string to find.
2411 * 2. Since there isn't, no object has this field.
2412 * 3. Therefore, *this* object doesn't have this field.
2413 */
2414 return 0;
2415 }
2416
2417 /* This is copied from get_ob_key_link() above -
2418 * only 4 lines, and saves the function call overhead.
2419 */
2420 for (link = op->key_values; link; link = link->next)
2421 if (link->key == canonical_key)
2422 return link->value; 2329 return kv->value;
2423 2330
2424 return 0; 2331 return shstr ();
2425} 2332}
2426 2333
2427 2334void
2428/* 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2429 * Updates the canonical_key in op to value.
2430 *
2431 * canonical_key is a shared string (value doesn't have to be).
2432 *
2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2434 * keys.
2435 *
2436 * Returns TRUE on success.
2437 */
2438int
2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{ 2336{
2441 key_value *field = NULL, *last = NULL; 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2442 2338 if (kv->key == key)
2443 for (field = op->key_values; field != NULL; field = field->next)
2444 {
2445 if (field->key != canonical_key)
2446 { 2339 {
2447 last = field; 2340 kv->value = value;
2448 continue; 2341 return;
2449 } 2342 }
2450 2343
2451 if (value) 2344 key_value *kv = new key_value;
2452 field->value = value; 2345
2453 else 2346 kv->next = key_values;
2347 kv->key = key;
2348 kv->value = value;
2349
2350 key_values = kv;
2351}
2352
2353void
2354object::kv_del (shstr_tmp key)
2355{
2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2357 if ((*kvp)->key == key)
2454 { 2358 {
2455 /* Basically, if the archetype has this key set, 2359 key_value *kv = *kvp;
2456 * we need to store the null value so when we save 2360 *kvp = (*kvp)->next;
2457 * it, we save the empty value so that when we load, 2361 delete kv;
2458 * we get this value back again. 2362 return;
2459 */
2460 if (get_ob_key_link (&op->arch->clone, canonical_key))
2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2466 else
2467 op->key_values = field->next;
2468
2469 delete field;
2470 }
2471 } 2363 }
2472 return TRUE;
2473 }
2474 /* IF we get here, key doesn't exist */
2475
2476 /* No field, we'll have to add it. */
2477
2478 if (!add_key)
2479 return FALSE;
2480
2481 /* There isn't any good reason to store a null
2482 * value in the key/value list. If the archetype has
2483 * this key, then we should also have it, so shouldn't
2484 * be here. If user wants to store empty strings,
2485 * should pass in ""
2486 */
2487 if (value == NULL)
2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2499}
2500
2501/*
2502 * Updates the key in op to value.
2503 *
2504 * If add_key is FALSE, this will only update existing keys,
2505 * and not add new ones.
2506 * In general, should be little reason FALSE is ever passed in for add_key
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2512{
2513 shstr key_ (key);
2514
2515 return set_ob_key_value_s (op, key_, value, add_key);
2516} 2364}
2517 2365
2518object::depth_iterator::depth_iterator (object *container) 2366object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container) 2367: iterator_base (container)
2520{ 2368{
2533 item = item->inv; 2381 item = item->inv;
2534 } 2382 }
2535 else 2383 else
2536 item = item->env; 2384 item = item->env;
2537} 2385}
2538
2539 2386
2540const char * 2387const char *
2541object::flag_desc (char *desc, int len) const 2388object::flag_desc (char *desc, int len) const
2542{ 2389{
2543 char *p = desc; 2390 char *p = desc;
2571{ 2418{
2572 char flagdesc[512]; 2419 char flagdesc[512];
2573 char info2[256 * 4]; 2420 char info2[256 * 4];
2574 char *p = info; 2421 char *p = info;
2575 2422
2576 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2577 count, uuid.seq, 2424 count,
2425 uuid.c_str (),
2578 &name, 2426 &name,
2579 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2580 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2582 2431
2583 if (env) 2432 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2434
2586 if (map) 2435 if (map)
2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2436 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2588 2437
2590} 2439}
2591 2440
2592const char * 2441const char *
2593object::debug_desc () const 2442object::debug_desc () const
2594{ 2443{
2595 static char info[256 * 4]; 2444 static char info[3][256 * 4];
2445 static int info_idx;
2446
2596 return debug_desc (info); 2447 return debug_desc (info [++info_idx % 3]);
2597} 2448}
2598 2449
2599const char * 2450struct region *
2600object::debug_desc2 () const 2451object::region () const
2601{ 2452{
2602 static char info[256 * 4]; 2453 return map ? map->region (x, y)
2603 return debug_desc (info); 2454 : region::default_region ();
2604} 2455}
2605 2456
2457const materialtype_t *
2458object::dominant_material () const
2459{
2460 if (materialtype_t *mt = name_to_material (materialname))
2461 return mt;
2462
2463 return name_to_material (shstr_unknown);
2464}
2465
2466void
2467object::open_container (object *new_container)
2468{
2469 if (container == new_container)
2470 return;
2471
2472 object *old_container = container;
2473
2474 if (old_container)
2475 {
2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2477 return;
2478
2479#if 0
2480 // remove the "Close old_container" object.
2481 if (object *closer = old_container->inv)
2482 if (closer->type == CLOSE_CON)
2483 closer->destroy ();
2484#endif
2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2489 old_container->flag [FLAG_APPLIED] = false;
2490 container = 0;
2491
2492 // client needs item update to make it work, client bug requires this to be separate
2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2496 play_sound (sound_find ("chest_close"));
2497 }
2498
2499 if (new_container)
2500 {
2501 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2502 return;
2503
2504 // TODO: this does not seem to serve any purpose anymore?
2505#if 0
2506 // insert the "Close Container" object.
2507 if (archetype *closer = new_container->other_arch)
2508 {
2509 object *closer = arch_to_object (new_container->other_arch);
2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2511 new_container->insert (closer);
2512 }
2513#endif
2514
2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2519
2520 new_container->flag [FLAG_APPLIED] = true;
2521 container = new_container;
2522
2523 // client needs flag change
2524 esrv_update_item (UPD_FLAGS, this, new_container);
2525 esrv_send_inventory (this, new_container);
2526 play_sound (sound_find ("chest_open"));
2527 }
2528// else if (!old_container->env && contr && contr->ns)
2529// contr->ns->floorbox_reset ();
2530}
2531
2532object *
2533object::force_find (shstr_tmp name)
2534{
2535 /* cycle through his inventory to look for the MARK we want to
2536 * place
2537 */
2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 if (tmp->type == FORCE && tmp->slaying == name)
2540 return splay (tmp);
2541
2542 return 0;
2543}
2544
2545object *
2546object::force_add (shstr_tmp name, int duration)
2547{
2548 if (object *force = force_find (name))
2549 force->destroy ();
2550
2551 object *force = get_archetype (FORCE_NAME);
2552
2553 force->slaying = name;
2554 force->stats.food = 1;
2555 force->speed_left = -1.f;
2556
2557 force->set_speed (duration ? 1.f / duration : 0.f);
2558 force->flag [FLAG_IS_USED_UP] = true;
2559 force->flag [FLAG_APPLIED] = true;
2560
2561 return insert (force);
2562}
2563
2564void
2565object::play_sound (faceidx sound) const
2566{
2567 if (!sound)
2568 return;
2569
2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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